Monday, July 23, 2007
Mechaton record, spotting icon revision

Nathan P recommended using an "eye" instead of crosshairs for the Spotting icon, because crosshairs mean "weapon," and that could be confusing. So I came up with this.
I like it… it still incorporates the "targeting" aspect in the form of the red "target" in the pupil, which also lends a menacing aspect to the image.
Sunday, July 22, 2007
A Mechaton record sheet
I started out playing Mechaton with my seven-year-old son. (Read the previous two posts for background.) And while Mechaton supposed to be a "recordless" game, where everything you need to know is on the mech or on the dice, it's a bit much for a seven-year-old to keep track of. So I made some quick record sheets… and I've revised them a bit.

That prints out on a quarter-sheet of paper.
I find it handy. Some Mechaton players insist that you can just look at your mech to know what attachments you have, but that's slow… especially if you have attachments that aren't attachments ("these four-legged mechs don't have movement attachments," or "this mech has a defense attachment in the form of his blocky form is armored") or worse, you get into loose definitions where what an attachment does is entirely based on non-obvious interpretation ("I have this co-pilot and he's Defensive Engineer, no wait, he's the Targeting Officer, no wait, he's Leg Movement Coordinator.")
And Vincent (the author) has said that the game speeds up when players start remembering what attachments their mechs have. Which I think is further justification for having record sheets. When you've got ten to sixteen units on the table, you shouldn't be waiting on players to tally up their mech abilities.
Now, as one person has pointed out, you can keep track of all of your mechs on a half-sheet of paper. But where's the fun in that? I'm playing with a seven-year-old, and this iconic record sheet works well… the colors are coordinated with the die types, of course. Weapons are ordered by range, left to right, to reinforce the iconic message. The only one that isn't entirely clear is the initiative icon… I couldn't think of an iconic representation of "who goes first?" and initiative is only thing the d10 is used for.
Oh, yeah… you write the number of dice you get in the blank circle. You write your total number of attachments in the circle in the upper-left corner, by your mech's name.
The only thing I couldn't figure out how to represent is where the d8 rules come into play… so far, I'm just writing "d8" in the circle instead of the number of six-siders. And it's a little messy when you start crossing out numbers and writing in new numbers beside them. These would be really slick if they were glossy and you could write on them with a wipe-off marker.
Feedback is welcome. I'm especially finding the shield and cross-hairs a bit boring.
When I finish tweaking it, I'll post the SVG file. (I'm working in Inkscape, an open-source vector graphics editor.)
Friday, July 20, 2007
More on Mechaton
So Nathan and I haven't had a chance to finish our game (last night he was at Grandma's), but I've been thinking about a few things.
I really like the built-in objective rules. I used to play a lot of Battletech, and we rarely ran scenarios… we just plopped mechs on the map and fought until one side was blown up. In Mechaton, the objective is to end the game with the most points, and you get points by blowing up mechs and capturing enemy "stations". And since, in the default setup, everyone has multiple stations, strategy involves balancing between guarding your stations while capturing your opponents' stations.
After we got playing, I also realized how tight a balance/compromise choosing attachments is… you only get a maximum of four attachments on a mech. But you have six categories… three ranges of weapons, defense, movement and spotting. And artillery range weapons can't shoot into direct-fire range and vice-versa. So if your only weapon is artillery range, as soon as an enemy closes into direct-fire range, you can't touch him until you can close to close-combat range. (And even then, since you don't have close-combat weapon attachments, you only have your "core" dice to attack with.)
So choosing attachments is a strategy issue… flexibility in weapons means restricted choice in defense, movement and spotting. Throw in the fact that having less than four attachments increases your initiative, having no ranged weapons gets you a free d8 movement die, the optional rule that you can double-up on weapon attachments at a particular range to get to add a d8 to your attack dice, and the fact that how many mechs and attachments you have determines your team's basic score increment, choosing a mix of attachments is non-trivial.
I'm wondering how popular close-combat weapon attachments are. Since you can use your "core" dice for close combat, unlike ranged combat, you can still punch for just as much damage as if you took a close-combat weapon attachment. It just gives you fewer dice to choose from.
I suppose I should explain how dice work… remember how I said you needed umpty-seven colored pairs of dice? Weapon attachments give you two red dice at their specified range. Movement attachments give you green movement dice. Defense attachments give you blue defense dice. And spotting attachments (targeting lasers, radar, etc) give you yellow spotting dice. Then your mech itself gives you two white dice, which I call "core" dice.
So you pick up all your dice (after deciding which weapon you're using) and throw them all at once. Pick your highest die of each color for that function… or pick a white die. White dice are "wild"… they can be used for anything. If you don't have, say, a defense attachment, white dice are the only way to get defense dice. Same for movement, spotting and attacking. The only thing white dice can't do is attack at range if you didn't roll red dice for a ranged weapon… but if you did, you can use white dice instead of red if you need to.
So you can build a mech with nothing but four ranged weapon attachments (for that extra firepower optional rule) and still be able to move, defend, spot and punch at close range. But it lowers your choices… if you want to defend, you're going to have to use a white die, and you've only got two to choose from. Much nicer to roll some blue dice and have a wider range to choose from and be able to use the white for something else.
I'm liking how simple this game looks, but how carefully balanced it is. The cover rules are similar… they're abstract, and at first glance seem a little odd, but they seem to be very playable.
Wednesday, July 18, 2007
On Mechaton
I bought the PDF of Vincent Baker's Mechatonover the weekend. I think he's got the basic rules (or at least playtest) rules up for free, but I figured for six bucks, I'd just buy the thing with pictures and all that.
My son is seven, loves his Lego, loves games in general, and reads and "maths" at two or three grades above his class. He's reading the first Harry Potter book to himself. He plays Settlers of Catan and wins. So I figure the moderately abstract rules of Mechaton are a good fit for him, especially with the building robots thing.
So over the last couple of days, we've been building robots and we played half a battle tonight before bathtime caught up to us. And it's been fun, but there were some unexpected oddities, most of which have nothing to do with the rules.
Oddity the first. Nathan's never seen Transformers, Macross/Robotech, or anything like that… he doesn't "get" giant man-shaped fighting robots. Netflix is going to fix that for us, after I screen Macross. (Oh, don't I wish the Transformers movie was appropriate for a seven-year-old.) So none of his robots were "mecha" looking… they were both more "sled" looking, because standard Lego bricks encourage that form-factor. That doesn't hurt anything… the game is pretty abstract, and if you want those two transparent red studs to be lasers, they are. Just so long as you can break off all your "attachments," you're good.
Oddity the second. Nathan doesn't like abstract rules. The fact that cover blocks (or doesn't) direct fire and artillery equally doesn't seem right to him. Doesn't seem right to me, either… there's no line-of-sight rules. Your mech is only covered if he's immediately adjacent to the cover, and the rules don't recognize "height" of cover. I find that a little odd myself… two mechs can be separated by a wall twice their height and still shoot at each other with lasers. Maybe the game assumes that all cover is highly frangible and it's easy to blow holes through it.
And then there are, much to my son's frustration, things like no rules for a slime gun that covers your mech in slime and makes the ground slippery, causing it to fall down and be unable to get back up. (But then Nathan's the type that is suggesting rules before he's even played the game.)
Oddity the third. The idea of building robots with your Lego and fighting with them is really cool. But you don't get to build them with your Lego… you don't have all the tiny specialty pieces that Mechaton's default scale expects. We're talking mechs under 2" tall that fit more or less into a 1" hex. Yes, you can build bigger mechs… that's what we did, and playing on a 1" hex grid is doable, but annoying. But if we used a larger scale, we wouldn't have had much maneuvering room.
If you want to build mechs like Vincent does, and you will, because he and his friends have developed some really cool designs, some of which look scarily like Macross/Robotech designs, you're going to have to go shopping. And not at Target… at online shops that specialize in selling individual pieces. And an army of four mechs could cost you $20 or more in parts.
Sure, that's not bad when compared to a lot of metal miniature games, and a good selection of parts means a wide variety of designs. But it's not what you expect "out of the box"… you think you already own the box, and that's why you bought this game in the first place. (Granted, more research on Vincent's site would have told me that.)
But at least there are… 1,793 shops on bricklink.com, selling 49,251,589 items (as of this writing)! I didn't realize there was such a huge market for individual Lego parts. If you do visit Bricklink, compare prices… the first store I tried was twice as expensive on the average than the second I tried.
Oddity the fourth. If you aren't convinced that Vincent owns stock in Bricklink, you'll be convinced he owns stock in dice companies. My very first indie RPG was Vincent's Dogs in the Vineyard, and I spent like $25 in on dice for that game. Now I need four d6's each of green, red, blue, yellow, and white, plus two each green and red d8. Not to mention about twenty smaller blue d6, ten smaller yellow d6, and twenty d10 to indicate mech status. And a d12. Something like $20 worth of dice at dicepool.com, buying the plain-jane opaque style. (That "about twenty" is the maximum number of mechs you want on the table at once.)
Now, I used to play Champions… I own about forty six-sided dice. But due to dice mysteriously disappearing in my group, we all agreed to pick a color so we couldn't mix them up… I have around thirty blue six-sided dice and ten white, and none of the other colors the game calls for.
Technically, you can get away with a pair of each color for the entire table, but I found that awkward… in the middle of your attack, the defender needs to roll all of his dice (not just defense), and you're tying up half of those dice keeping track of your attack, movement, etc.
Mechaton is (implicitly) meant to be recordless. All your abilities and status are indicated by the mech and dice on the table next to your mech. But since I was playing with a seven-year-old, I made little record sheets with colored circles to put the numbers in. I found this sped things up… when asked how long the game takes, Vincent said that it speeds up after a few turns, as mechs get parts blown off and players become familiar with how many dice each of their mechs are supposed to get and quit counting attachments every turn. The record sheet helps with that. You could also record initiative and the like on it. Because we didn't have enough colored dice, I took generic ones and put them on the record sheet in the proper colored circle to indicate move and attack results while someone else was using the dice. But you could resort to the old-fashioned method of just writing numbers on the record sheet and revising them every turn. (When I fine-tune the sheet, I'll post it somewhere people can download it. It doesn't have Spotting on it yet, since I'm not using that rule with Nathan until later.)
Of course, all the indicator dice could be replaced with chits of the appropriate number. Litko Aero's custom counters would be really nifty for this, except that they'd cost way more than buying dice. 10 counters for $6.99, just so you can number them 1-10 (for initiative). You wouldn't have to have a full set for every mech, but you can buy ten d10's for $5, and twenty small d6's are under four bucks. But Litko's counters sure are pretty. If you're at all handy, you can make your own handsome chits, though they probably won't be laser-cut and engraved plastic.
Overall, Mechaton's been fun so far, and, with some bits of annoyance, you probably can play it with only the Lego and dice you've got. But a smoother, more aesthetically enjoyable play experience is going to require an additional investment.
Play-wise, it's fairly smooth. The abstraction seems to be at just about the right level to keep it from getting bogged down, but detailed enough to make tactical maneuvering and all that meaningful. I think I see why cover works like it does, because that's a major tactical component. Even if it feels a little odd. Though I think it undermines the idea of "artillery" if artillery's only function is to shoot at the range longer than direct fire, since there's no concept of "shooting over things." But it does keep things simple.
It can be kind of annoying to "hit" and then not do any damage (each damage die has only a 1-in-3 chance of damage), but when you do do damage, mechs deteriorate fast… every point of damage removes an attachment, and you have a maximum of four. After those are gone, you've got only two "structure" dice left, and while you can still function, you've lost a lot of flexibility. But we did have a turn where nearly every shot was a whiff.
Even if you've got a good selection of parts, count on setting aside more than a few minutes to build mechs, especially with newbies. Figuring out how to configure things without all the specialty parts is a challenge, and even with specialty parts, figuring out how to get this cannon to face forward is sometimes tricky. Nathan and I probably spent two hours building mechs, and I wasn't happy with mine. (Also, invest in parts trays. Nathan's Lego are typical for his age… all dumped in one big box, and all the neat bits settle to the bottom.)
(Side note: I had an advantage on the "nifty bits" part. When we bought Nathan his first "big" Lego set when upgrading from Duplo, we got what they call a "golden box". It didn't contain any of the advertised parts (standard bricks), it contained bags of random parts from other sets… from Han Solo in carbonite to control panels to weird connectors to antennae and blasters and castle walls. We had more than the usual number of nifty bits, and building mechs was still difficult.)
All in all, I like my first impression. The game is fun so far, I want to build those cool mechs like are in the book, and I'm trying to fine tune my parts list to a reasonable dollar amount. (Lucky me, someone local is looking to buy my copy of Aberrant, which will help subsidize my purchase. I should look in the basement to see what I can sell on eBay to raise more funds.)
Curse you, Vincent! You have me pawning off my beloved games in order to buy tiny Lego robots! (Okay, so Aberrant isn't exactly "beloved" by me.)
Anyway, I'll give another play report when we finish our game and maybe get another in there. Gotta play this with some adults, too.

